Sounds like fair representation to me;- if 90% of people are morons, 90% of politicians should be also.Back when I was a student, I tried to get myself a peerage (this was back when Smilin' Tony was banging on about having 'peoples peers' in the house of lords). I figured I'd represent the 'do nothing all day and smoke weed' demographic.

As Churchill said; democracy is the worst form of government except all the others that have been tried.

xD I don't recall Cloud meeting Sephiroth back in Midgar, but I guess it's because of some kind of censorship from Square

That's why the third disk is so short. They cut the 2nd, equally tedious and unskippable 'stuck in clouds brain' sequence, where it's revealed that Soldier is actually a gay-porn studio, and the Mt. Nibel reactor was just a location shoot.

Female leaders I oppose though, just for international history. Tarja Halonen was okay I guess, but nothing important. Angela Merkel is a traitor and corruptant. Catherine killed and more than male leaders before him her, etc

We elected Thatcher. On that basis the UK population will elect anything.

'Comedy' characters are always in danger of becoming annoying in long games, particularly if they repeat the same 4-5 lines of 'action' dialogue.

Minsc (and Boo) were entertaining in the first game because he shut the hell up most of the time, and more importantly because Dynaheir existed. In the second game, he's a walking Lilarcor. It's like hearing a funny joke again, and again, and again. I'm sure Boo is fine. He can eat the remains of Minsc.

'Emo' characters have a similar problem, you get sick of putting up with them, particularly on a replay. Aerie is gifted with some phenomenally irritating long-winded 'action' quotes, and a complete lack of timing. - I don't care about your wing stumps Aerie, 'cos the rest of us are getting ready to fight that dragon....

Don't get me started on 'creepy' Jaheria, or 'fanservice' Virconia.....

I think the last time I was angry with a game it was Deus ex 3. I played through the entire tedious last half of the game expecting it to improve, and all I got was a plot twist worth of M night shyamalan and a 'choose your ending' machine. I didn't even bother reloading to see the different end sequences.

I get angry at annoying character design too. Everytime I replay BG2 I murder the annoying characters (Minsc, Aerie, etc) as soon as they've served their purpose, even if I'm playing a 'good' character.

Sorry, there weren't any other entries so I opted to pass on submitting - There's no honour in an automatic victory imo. I'd vote for starting a new theme, unless someone crawls out of the woodwork in the next 24 hours.

On the off-chance that they do;-

What really happened at Midgar;

Hidden for NSFW reasons

(Not the pixelart version I wanted to do, but any changes would be cheating)

If the fans are on in here, it's probably safe for us to keep the oxygen mask.

Just a couple of suggestions;-* Take one of the chairs and use it to wedge the door open. If she wakes up, or someone else goes in, they'll move it, and we won't be dealing with anymore blind door ambushes.* The fuses were blown in the comms room, however we could still see. So that means we can steal the lighting fuse from this room without major issues.

Your biggest problem is that you're not using the available space. There's huge dead areas around the icons (and the interface by the look of things).For example proposes, here's the equivalent icon from wotes;- - resized x3The other issue is that the contrast on the icons is rather poor, they're more like decals designed to blend into the background. Try adding some lighting to increase the contrast and pick out the individual details on the skull. Your other option is to use transparent highlights (or glow) around the icons to give them a visible border between them and the background. AGS has (had) a few quirks with alpha channels and gui's, however you can get around that by including the background as part of the sprite.

Not really, you could use an array of DynamicSprites and filenames like anim1_001.png, anim1_002.png, etc. and it's a simple loop.

Ultimately you're going to have to write specific code for DLC characters, even if you're just using the static files like video memory. Adding a single spot animation isn't the problem, it's the break from the existing Characters \ Views, and the need to re-write code for walkcycles, speech frames, idles, etc that strikes me as being more trouble than it's worth.

Goddamnit, how did I miss that? It would be a pain in the arse for animations, but it pretty much murders the point of using tilesets beyond the quasi-benefits of room data, or memory\file size (which no-one has really cared about for years).

The original multiplayer pvp adventure game? Swap the joystick for point n click gui and you're basically there, especially if you consider the sequel. The only part that requires quick responses is the direct combat, but you could just autocalc it.

I'm not the most technically savvy user, but is that even possible with AGS?

Someone correct me if I'm wrong, but AGS can't load art assets at a later date so any 'DLC' would need to use existing sprites \ backgrounds. You could possibly get away with DLC if you'd written a tile based game and stored all the room information externally - kinda like operation forklifts level editor.